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If you know who you are facing the list tailoring is one option but that is no help if you are trying to build a TAC list. It is easier to build a specialised army and try to overwhelm your opponent on your own terms than it is to build a list designed to stand its ground against a mix of foes. :sad.:

Thanks for your feedback.

I just finished my first tournament this weekend and I think that I was lacking some Infantry killing power. In 1 game I really had some problems delivering my CQC units because my opponents screening was just to good (Tau).

So I'm brainstorming what I could take.

 

 

@Panzer

Yeah, but you are much more mobile with tau, so you aren't really that hindered by short range.

 

 

So basically the 18" is to short for setting up a firebase with good coverage first turn and start to double tap second turn?

So basically the 18" is to short for setting up a firebase with good coverage first turn and start to double tap second turn?

 

 

Maybe? I'd be more concerned with them dying than the enemy moving out of the 18". And if they did, that may open the space you want for the deep-striking.

 

@Panzer

Yeah, but you are much more mobile with tau, so you aren't really that hindered by short range.

 

 

So basically the 18" is to short for setting up a firebase with good coverage first turn and start to double tap second turn?

 

 

Barely tho. Due deep strike or infiltration they have it easier to position themselves however from turn 2 on you shouldn't have any problems finding targets with an 18" weapon unless you were hiding out way in the back or already killed everything in range. ^^

 

 

So basically the 18" is to short for setting up a firebase with good coverage first turn and start to double tap second turn?

 

Maybe? I'd be more concerned with them dying than the enemy moving out of the 18". And if they did, that may open the space you want for the deep-striking.

3x3 units with 2W T5 2+ if in cover and a 5+ FnP seem. Especially since I have another threat with a quite similar profil on a table. (AdMech Dragoons, T6 with 3+)

I think aggressors need to stomp up the table and plan on keeping moving to prevent easy charges while remaining in range; their weapons are 'assault', after all, and CC against chaff is not where they mainly want to be. It forces your opponent to make choices; kill them, move out of range, charge them (and suffer overwatch) or let you get off the doubled shooting. 'Kill them' is the most likely choice, but that also means they're not putting those shots onto our more glass cannon units. So basically a classic distraction carnifex. The more choices you force onto your opponent, the more likely they are to make mistakes you can exploit. 

Why are you so afraid of charges? Unless your opponent uses multiple horde units, a super durable unit like Terminators (against S4 AP0 D1 shooting at least) or Dreadnoughts it shouldn't be much of a problem. Any horde unit in threat range gets decimated by your Aggressors shooting (3 Bolter Aggressors kill about 20 T3 Sv6+ models when they double tap and then ~5 more in overwatch) and tough units that don't kill them the turn they charge have to be afraid of their powerfists. And it gets better if you take even more models in your Aggressor unit.

I'd be much more concerned about them getting shot off the table than any potential charges against them. ^^

It's not so much being afraid of combat as that it limits their effectiveness if your opponent can bog them down. You position the aggressors for a double tap next turn but too close, so they throw a cheap chaff unit into combat with the aggressors - yes, you get overwatch, but now you're tarpitted. They can't kill you very quickly, but neither can you because of your number of A and small squad size - powerfists are not horde killers. So your turn rolls around, you're still stuck in combat and can either fall back and not shoot, or stay put and grind it out - either way, you're not getting to use your firepower or threaten a double tap. Anyone taking cheap chaff will likely have multiple to bubble wrap better quality units, that's what they're for.

 

The plus side of all that though is if you've positioned them right, it may open a hole for deep strikers to hit whatever was being bubble wrapped by the chaff.

 

If you're facing a more elite army, then your tactics change and yes, being shot off the board is the bigger problem and being in combat could well be to your advantage to prevent that. But then, aggressor shooting is mainly for anti-horde - they're hardly useless against vehicles or tough units due to volume of fire, but it's not their most effective use.

I'm not denying that they can get locked into combat with some efford from your opponent. However if he actually uses so many ressources in form of multiple horde units to lock 3 Aggressors into combat then that's a win for you as well since those units won't be able to sit on objectives or screen his other units anymore. Again, a single horde unit is unlikely to lock them in combat. One shooting phase with double tap + overwatch already kills ~25 T3 Sv6+ models plus you have turn 1 where you hopefully advanced to where you want to be in which you would have killed ~10 models already. Aggressors are THE anti-horde units. Hordes aren't a threat to them, they are a threat to horde units.

 

It requires some more thinking that the usual no-brain move, point&kill most other units require. You have to advance far enough to threaten things with your double tap turn 2 but not so far that you'll get charged by such units before you were able to be one round stationary. Sounds harder than it is tho, really.

Edited by sfPanzer

You can also keep a squad or two of Intercessors (or something similar) with them to screen them from charges. I usually at least start 1 or 2 squads with them anyway because they are the core of my firebase along with a captain, lieutenant, and ancient. 

From the other side. . .

 

I play against an Ultramarine player who uses Agressors most games and have learned not to fear them. Heathy respect is required, they erase light units that get close, but that's about it. I now either kill them first or play around them. By forcing them to move I can mitigate damage. I charge from out of sight if I can but often can kill them early or give them enough space to avoid damage.

 

Really dangerous are the Ravenguard version that pop up 9 inches in front of your line.

 

All in all the lack of mobility coupled with short range give Agressors a weakness that can be exploited easily by savvy opponents. New and forgetful players may wander into the storm of lead that they dish out (where do they keep the ammo I wonder???

Side note, I fear Agressors may limit design space by making mobility options for Primaris too good. What else would you put un a primaris drop pod?

 

 

Probably rather Hellblaster since arriving from reserves counts as moving so you wouldn't be able to double tap with the Aggressors anyway. ;)

 

 

Also in regards to the tarpit, if you've set up a second unit of aggressors, you can withdraw the first one from CC and blast away with the double tap backup. This doesn't synergize with Red thirst but in most cases you'll want to shoot as soon as you can rather than stick it out.

 

Yeah, especially since Red Thirst only works in the turn they got charged and the turn you'd be able to fall back it wouldn't be active anymore anyway.

  • 3 months later...

My aggressor box arrived today and I realised aggressors are elite option? I thought they were heavy support.

Yeah they are Elite. One of the few weird decisions of GW where the FOC of the Codex doesn't fit the company organisation of the fluff.

Hmm maybe cause the initial wave of primaris had to be able to support primaris only armies and that means they couldnt go by the fluff? In that case maybe in later editions they will be changed back to heavy support.

 

That makes only little sense. The elite section is already ohercrowded as is. Even without Aggressors a pure Primaris army got Reiver, Redemptor Dreads, Ancients and Apothecaries there.
  • 8 months later...

Recently tried them in a game. Two six man aggressors units with an ancient for 5+ fnp. Having 3 wounds now makes them really survivable. They also received an additional attack + shock assault, giving them 4 attacks each on the charge, 5 on sarge. If you were on the fence on these i suggest giving them another go!

 

Indeed, +1A and W is really good, especially for no point rise. 5A on the charge for the serge is also great. 

 

Did you use flamers or bolters? I assume bolters are still the best option?

 

Bolters :smile.:

 

 

Looks like I need some more then! I seem to already have 14 heavy support Primaris from various sources. 

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